diff options
Diffstat (limited to 'engines/agi/loader_v2.cpp')
-rw-r--r-- | engines/agi/loader_v2.cpp | 300 |
1 files changed, 300 insertions, 0 deletions
diff --git a/engines/agi/loader_v2.cpp b/engines/agi/loader_v2.cpp new file mode 100644 index 0000000000..593ca40384 --- /dev/null +++ b/engines/agi/loader_v2.cpp @@ -0,0 +1,300 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + * + */ + +#include "common/stdafx.h" +#include "common/file.h" + +#include "agi/agi.h" + +namespace Agi { + +int AgiLoader_v2::version() { + return 2; +} + +void AgiLoader_v2::setIntVersion(int ver) { + _intVersion = ver; +} + +int AgiLoader_v2::getIntVersion() { + return _intVersion; +} + +int AgiLoader_v2::detectGame() { + if (!Common::File::exists(LOGDIR) || + !Common::File::exists(PICDIR) || + !Common::File::exists(SNDDIR) || + !Common::File::exists(VIEWDIR)) + return errInvalidAGIFile; + + _intVersion = 0x2917; /* setup for 2.917 */ + return _vm->v2IdGame(); +} + +int AgiLoader_v2::loadDir(AgiDir *agid, const char *fname) { + Common::File fp; + uint8 *mem; + uint32 flen; + uint i; + + report("Loading directory: %s\n", fname); + + if (!fp.open(fname)) { + return errBadFileOpen; + } + + fp.seek(0, SEEK_END); + flen = fp.pos(); + fp.seek(0, SEEK_SET); + + if ((mem = (uint8 *)malloc(flen + 32)) == NULL) { + fp.close(); + return errNotEnoughMemory; + } + + fp.read(mem, flen); + + /* set all directory resources to gone */ + for (i = 0; i < MAX_DIRS; i++) { + agid[i].volume = 0xff; + agid[i].offset = _EMPTY; + } + + /* build directory entries */ + for (i = 0; i < flen; i += 3) { + agid[i / 3].volume = *(mem + i) >> 4; + agid[i / 3].offset = READ_BE_UINT24(mem + i) & (uint32) _EMPTY; + debugC(3, kDebugLevelResources, "%d: volume %d, offset 0x%05x", i / 3, agid[i / 3].volume, agid[i / 3].offset); + } + + free(mem); + fp.close(); + + return errOK; +} + +int AgiLoader_v2::init() { + int ec = errOK; + + /* load directory files */ + ec = loadDir(_vm->_game.dirLogic, LOGDIR); + if (ec == errOK) + ec = loadDir(_vm->_game.dirPic, PICDIR); + if (ec == errOK) + ec = loadDir(_vm->_game.dirView, VIEWDIR); + if (ec == errOK) + ec = loadDir(_vm->_game.dirSound, SNDDIR); + + return ec; +} + +int AgiLoader_v2::deinit() { + int ec = errOK; + +#if 0 + /* unload words */ + agiV2UnloadWords(); + + /* unload objects */ + agiV2UnloadObjects(); +#endif + + return ec; +} + +int AgiLoader_v2::unloadResource(int t, int n) { + debugC(3, kDebugLevelResources, "unload resource"); + + switch (t) { + case rLOGIC: + _vm->unloadLogic(n); + break; + case rPICTURE: + _vm->_picture->unloadPicture(n); + break; + case rVIEW: + _vm->unloadView(n); + break; + case rSOUND: + _vm->_sound->unloadSound(n); + break; + } + + return errOK; +} + +/* + * This function does noting but load a raw resource into memory, + * if further decoding is required, it must be done by another + * routine. NULL is returned if unsucsessfull. + */ +uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) { + uint8 *data = NULL; + char x[MAX_PATH], *path; + Common::File fp; + unsigned int sig; + + sprintf(x, "vol.%i", agid->volume); + path = x; + debugC(3, kDebugLevelResources, "Vol res: path = %s", path); + + if (agid->offset != _EMPTY && fp.open(path)) { + debugC(3, kDebugLevelResources, "loading resource at offset %d", agid->offset); + fp.seek(agid->offset, SEEK_SET); + fp.read(&x, 5); + if ((sig = READ_BE_UINT16((uint8 *) x)) == 0x1234) { + agid->len = READ_LE_UINT16((uint8 *) x + 3); + data = (uint8 *) calloc(1, agid->len + 32); + if (data != NULL) { + fp.read(data, agid->len); + } else { + abort(); + } + } else { +#if 0 + /* FIXME: call some panic handler instead of + * deiniting directly + */ + deinitVideoMode(); +#endif + report("Error: bad signature %04x\n", sig); + // fprintf (stderr, "ACK! BAD RESOURCE!!!\n"); + return 0; + } + fp.close(); + } else { + /* we have a bad volume resource */ + /* set that resource to NA */ + agid->offset = _EMPTY; + } + + return data; +} + +/* + * Loads a resource into memory, a raw resource is loaded in + * with above routine, then further decoded here. + */ +int AgiLoader_v2::loadResource(int t, int n) { + int ec = errOK; + uint8 *data = NULL; + + debugC(3, kDebugLevelResources, "(t = %d, n = %d)", t, n); + if (n > MAX_DIRS) + return errBadResource; + + switch (t) { + case rLOGIC: + if (~_vm->_game.dirLogic[n].flags & RES_LOADED) { + debugC(3, kDebugLevelResources, "loading logic resource %d", n); + unloadResource(rLOGIC, n); + + /* load raw resource into data */ + data = loadVolRes(&_vm->_game.dirLogic[n]); + + _vm->_game.logics[n].data = data; + ec = data ? _vm->decodeLogic(n) : errBadResource; + + _vm->_game.logics[n].sIP = 2; + } + + /* if logic was cached, we get here */ + /* reset code pointers incase it was cached */ + + _vm->_game.logics[n].cIP = _vm->_game.logics[n].sIP; + break; + case rPICTURE: + /* if picture is currently NOT loaded *OR* cacheing is off, + * unload the resource (caching == off) and reload it + */ + + debugC(3, kDebugLevelResources, "loading picture resource %d", n); + if (_vm->_game.dirPic[n].flags & RES_LOADED) + break; + + /* if loaded but not cached, unload it */ + /* if cached but not loaded, etc */ + unloadResource(rPICTURE, n); + data = loadVolRes(&_vm->_game.dirPic[n]); + + if (data != NULL) { + _vm->_game.pictures[n].rdata = data; + _vm->_game.dirPic[n].flags |= RES_LOADED; + } else { + ec = errBadResource; + } + break; + case rSOUND: + debugC(3, kDebugLevelResources, "loading sound resource %d", n); + if (_vm->_game.dirSound[n].flags & RES_LOADED) + break; + + data = loadVolRes(&_vm->_game.dirSound[n]); + + if (data != NULL) { + // Freeing of the raw resource from memory is delegated to the createFromRawResource-function + _vm->_game.sounds[n] = AgiSound::createFromRawResource(data, _vm->_game.dirSound[n].len, n, *_vm->_sound); + _vm->_game.dirSound[n].flags |= RES_LOADED; + } else { + ec = errBadResource; + } + break; + case rVIEW: + /* Load a VIEW resource into memory... + * Since VIEWS alter the view table ALL the time + * can we cache the view? or must we reload it all + * the time? + */ + if (_vm->_game.dirView[n].flags & RES_LOADED) + break; + + debugC(3, kDebugLevelResources, "loading view resource %d", n); + unloadResource(rVIEW, n); + data = loadVolRes(&_vm->_game.dirView[n]); + if (data) { + _vm->_game.views[n].rdata = data; + _vm->_game.dirView[n].flags |= RES_LOADED; + ec = _vm->decodeView(n); + } else { + ec = errBadResource; + } + break; + default: + ec = errBadResource; + break; + } + + return ec; +} + +int AgiLoader_v2::loadObjects(const char *fname) { + return _vm->loadObjects(fname); +} + +int AgiLoader_v2::loadWords(const char *fname) { + return _vm->loadWords(fname); +} + +} // End of namespace Agi |